From b4698dd7ffca369dc69fe975bba6a604d919c338 Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Sat, 26 Apr 2014 23:24:37 +0200 Subject: [PATCH] Better error handling. --- spine-tk2d/Assets/Spine/SkeletonRenderer.cs | 8 +++++--- spine-unity/Assets/Spine/SkeletonRenderer.cs | 9 +++++---- 2 files changed, 10 insertions(+), 7 deletions(-) diff --git a/spine-tk2d/Assets/Spine/SkeletonRenderer.cs b/spine-tk2d/Assets/Spine/SkeletonRenderer.cs index c46708d4f..891a7b8af 100644 --- a/spine-tk2d/Assets/Spine/SkeletonRenderer.cs +++ b/spine-tk2d/Assets/Spine/SkeletonRenderer.cs @@ -76,12 +76,14 @@ public class SkeletonRenderer : MonoBehaviour { submeshMaterials.Clear(); submeshes.Clear(); skeleton = null; - + + valid = false; if (!skeletonDataAsset) { Debug.LogError("Missing SkeletonData asset.", this); - valid = false; return; } + SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false); + if (skeletonData == null) return; valid = true; meshFilter = GetComponent(); @@ -89,7 +91,7 @@ public class SkeletonRenderer : MonoBehaviour { mesh2 = newMesh(); vertices = new Vector3[0]; - skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false)); + skeleton = new Skeleton(skeletonData); if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default") skeleton.SetSkin(initialSkinName); } diff --git a/spine-unity/Assets/Spine/SkeletonRenderer.cs b/spine-unity/Assets/Spine/SkeletonRenderer.cs index fc5a6dc3c..aaeb60978 100644 --- a/spine-unity/Assets/Spine/SkeletonRenderer.cs +++ b/spine-unity/Assets/Spine/SkeletonRenderer.cs @@ -77,19 +77,20 @@ public class SkeletonRenderer : MonoBehaviour { submeshes.Clear(); skeleton = null; + valid = false; if (!skeletonDataAsset) { Debug.LogError("Missing SkeletonData asset.", this); - valid = false; return; } - valid = true; - + SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false); + if (skeletonData == null) return; + meshFilter = GetComponent(); mesh1 = newMesh(); mesh2 = newMesh(); vertices = new Vector3[0]; - skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false)); + skeleton = new Skeleton(skeletonData); if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default") skeleton.SetSkin(initialSkinName); }